Importing Images Named Without Extensions

I have a number of archived CD's filled with images that were named without extensions, i.e. "egg" instead of "egg.tif"
The CD's mount on my Mac OSX 10.5 desktop, are correctly read by the finder, can be viewed in preview and open without difficulty in PS CS4. Lightroom 3 reads the CD and the folders but not the images. I copied a CD to my desktop and added the correct file extension to the file's name. Lightroom then correctly recognized the file and was able to import it.
I want to add the images  from the CD archives to my Lightroom catalog. Is it possible to get Lightroom to recognize the images on the CD's without copying them all to a hard drive and renaming them with proper extensions?

See here: http://forums.adobe.com/thread/718776?tstart=0

Similar Messages

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    If you quit Aperture and launch it again, the thumbnails for those images will show as being referenced and broken. But another part of Aperture believes that they are in the library. The result is that your images ARE in the library, but are unaccessible to Aperture.
    You can repair this by fixing the contents of the apfile and renaming the image file, but it is a major pain to do this on a large scale.
    Here is the problem I encountered:
    http://homepage.mac.com/bagelturf/files/dbe9ea5dec3f703abb4efece1249d894-682.htm l
    And here is the solution:
    http://homepage.mac.com/bagelturf/files/8a3a218630e2b36136612e19b4495ba6-683.htm l

    Which version?
    This is not my experience in 1.5.1: files without extensions are silently ignored, no? That's annoying enough!
    Unfortunately, I have a lot of Genuine Fractals files that can't even be catalogued, let alone viewed. I have to keep using Portfolio, which deals with GF files just fine.

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    ctrl/cmd-T will bring up transform. Then just drag the handles to size it - hold the shift key to constrain the aspect ratio.

  • How do I import images from my hard drive without losing resolution? My original files after import are significantly smaller. What should I do?

    How do I import images from my hard drive without losing resolution? My original files after import are significantly smaller. What should I do?

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    Aperture can display just about anything you would like to display. The key is putting the correct field into the metadata set for that is being used for the browser or viewer that is active (you can have two ready to go and switch between them or none with a shortcut key)
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    I've been racking by brain trying to work out how to do this, but cannot find a way, I'm sure it's something simple.
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    I never figured this out either and it bugged me. You basically have to import the iPhotos for instance the first time and if still uploading into iPhoto then have to import folders. Go to File>Import>Images/or Folders as Projects(what I usually do) and then track down the right folder and click Import. Make sure you have the right place clicked you want them on the Projects Panel or you may import them into the middle of another Project (done that more than once). Sorry I don't have answer but at least a fix till someone knows more.
    Scott

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  • Import Image Help

    Hello, now first, I want to point out that I have absolutely no idea how java works (maybe that's not true...), a noob if you will, I don't use it, but I need help because I have to do this for school.
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    import java.awt.*;
    import java.awt.image.*;
    import java.net.URL.*;
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    // Info Tech 10
    // Block E
    public class TermOneProject
         // Draws the small "b"
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    }  // this right-brace marks the end of the class
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    public void makeGuy()
    { move (90, 200);
    move (-90, 0);
    paint (-20, 25);
    paint (120, 25);
    paint (120, 25);
    move (-40, 25);
    paint (20, 25);
    paint (-120, 25);
    paint (-120, 25);
    move (60, -10);
    move (120, -30);
    move (-45, -15);
    swingAround (40);
    move (-95, 0);
    paint (0, 40);
    move (0, -20);
    paint (-90, 10);
    move (90,18);
    paint (-10, 50);
    paint (-170,45);
    move (0,10);
    move (80,10);
    paint (110,50);
    move (0,-50);
    move (140,35);
    move (110,-5);
    move (10,35);
    paint (0,50);
    move (90,0);
    paint (0,65);
    paint (90,35);
    paint (-90,20);
    move (0,-20);
    move (-90,35);
    move (-90,65);
    paint (0,65);
    paint (90,35);
    paint (-90,20);
    move (0,-20);
    move (-90,35);
    move (-90,65);
    paint (-90,70);
    paint (90,65);
    paint (-90,35);
    paint (-90,20);
    move (0,-20);
    move (-90,35);
    move (-90,65);
    paint (0,65);
    paint (90,35);
    paint (-90,30);
    move (0,-20);
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    // Compile it before compiling the Turtle.java file.
    // You can put Turtle commands inside the paint method of an applet if
    // you declare them as Turtlets rather than as Turtles using something like
    // new Turtlet (page, 100, 150), where page is paint's Graphics parameter
    // and you replace 100 by any x-coordinate and 150 by any y-coordinate to
    // obtain the starting point of your Turtlet.
    import java.awt.Color;
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    {     public static final double DEGREE = Math.PI / 180;
         public static final Color RED = Color.red, BLUE = Color.blue,
                        BLACK = Color.black,      GRAY = Color.gray,
                        YELLOW = Color.yellow,    PINK = Color.pink,
                        ORANGE = Color.orange,    GREEN = Color.green,
                        MAGENTA = Color.magenta,  WHITE = Color.white;
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         private double heading = 0;         // heading initially east
         private double xcor, ycor;          // current position of Turtle
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          *  only so that it cannot be called until thePage is assigned, although
          *  the drawing color is a property of thePage, not of one Turtle. */
         public void switchTo (Color given)
         {     thePage.setColor (given);
         }     //======================
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         public void say (String message)
         {     thePage.drawString (message, round (xcor), round (ycor));
         }     //======================
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         private int round (double x)
         {     return (int) (x + 0.5);
         }     //======================
         /** Make a circle of the given radius, Turtle at center. */
         public void swingAround (double radius)
         {     if (radius > 0.0)
              {     int rad = round (2 * radius);
                   thePage.drawOval (round (xcor - radius),
                              round (ycor - radius), rad, rad);
         }     //======================
         /** Fill a circle of the given radius, Turtle at center. */
         public void fillCircle (double radius)
         {     if (radius > 0.0)
              {     int rad = round (2 * radius);
                   thePage.fillOval (round (xcor - radius),
                             round (ycor - radius), rad, rad);
         }     //======================
    // the Turtle class, completed
         /** Rotate left by left degrees; MOVE for forward steps. */
         public Turtlet move (double left, double forward)
         {     heading += left * DEGREE;
              xcor += forward * Math.cos (heading);
              ycor -= forward * Math.sin (heading);
              return this;
         }     //======================
         /** Rotate left by left degrees; PAINT for forward steps. */
         public Turtlet paint (double left, double forward)
         {     heading += left * DEGREE;
              double x = xcor + forward * Math.cos (heading);
              double y = ycor - forward * Math.sin (heading);
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                               round (x), round (y));
              xcor = x;
              ycor = y;
              return this;
         }     //======================
         /** Fill a rectangle of the given width and height, Turtle at center. */
         public void fillBox (double width, double height)
         {     if (width > 0.0 && height > 0.0)
              {     thePage.fillRect (round (xcor - width / 2),
                                    round (ycor - height / 2),
                                    round (width), round (height));
         }     //======================
         /** Pause the animation for wait milliseconds.  Made a class method
          *  so that an applet can pause an animation "between turtles". */
         public static void sleep (int wait)
         {     try
              {     Thread.sleep (wait);
              }catch (InterruptedException ex)
         }     //======================
         /** Create a Turtlet on a given Component at a given starting position.
          *  All Turtlets must be created from within the Component's paint()
          *  method or from a method called by it.  All Turtles live in
          *  the same world at any given time, so changing the page is analogous
          *  to spaceshipping the entire Turtle population to a new world. */
         public Turtlet (java.awt.Graphics page, double xstart, double ystart)
         {     if (page == null)
                   throw new NullPointerException ("You did not give a "
                                     + "world where turtles can live!");
              thePage = page;
              xcor = xstart;
              ycor = ystart;
         }     //======================
    // Turtle
    /*  Copy this file in its entirety to a file named Turtle.java.
    *  Compile the Turtlet class and then compile this class, before trying to
    *  compile any program that uses Turtles.
    *  This class draws to an Image object and lets the frame's paint method
    *  show the Image whenever the frame repaints itself. It is for
    *  Turtle commands that are given in or from a main application. */
    import java.awt.*;
    public class Turtle extends Turtlet
         private static TurtleWorld theWorld = null;
         /** Write words without changing the Turtle's state.  */
         public void say (String message)
         {     super.say (message);
              theWorld.repaint();
         }     //======================
         /** Make a circle of the given radius, Turtle at center. */
         public void swingAround (double radius)
         {     super.swingAround (radius);
              theWorld.repaint();
         }     //======================
         /** Fill a circle of the given radius, Turtle at center. */
         public void fillCircle (double radius)
         {     super.fillCircle (radius);
              theWorld.repaint();
         }     //======================
         /** Rotate left by left degrees; MOVE for forward steps.*/
         public Turtlet move (double left, double forward)
         {     return super.move (left, forward);
         }     //======================
         /** Rotate left by left degrees; PAINT for forward steps. */
         public Turtlet paint (double left, double forward)
         {     super.paint (left, forward);
              theWorld.repaint();
              return this;
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         public void fillBox (double width, double height)
         {     super.fillBox (width, height);
              theWorld.repaint();
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         /** Create a turtle at the center of the default JFrame. */
         public Turtle()
         {     this (false, 760, 600);  // special case of the constructor below
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         /** If makeNewWorld is true, make an additional JFrame of the given
          *  width and height.  Create a turtle at the center of the JFrame. */
         public Turtle (boolean makeNewWorld, int width, int height)
         {     super (makePage (makeNewWorld, width, height),
                              width / 2, height / 2);
         }     //======================
         /** Only done as a separate method because super() has to be
          *  the first statement in the any constructor. */
         private static Graphics makePage (boolean makeNewWorld, int w, int h)
         {     if (theWorld == null || makeNewWorld)
                   theWorld = new TurtleWorld (w, h);
              return theWorld.getPage();
         }     //======================
    /** A TurtleWorld is a JFrame on which an Image object is drawn each time
    *  the JFrame is repainted.  Each Turtle draws on that Image object. */
    class TurtleWorld extends javax.swing.JFrame
         private static final int EDGE = 3, TOP = 30;  // around the JFrame
         private Image itsPicture;
         private Graphics itsPage;
         public TurtleWorld (int width, int height)
         {     super ("Turtle Drawings");  // set the title for the frame
              setDefaultCloseOperation (EXIT_ON_CLOSE); // no WindowListener
              setSize (width + 2 * EDGE, height + TOP + EDGE); 
              toFront();  // put this frame in front of the BlueJ window
              setVisible (true);  // cause a call to paint
              begin (width, height);
         }     //======================
         public void begin (int width, int height)
         {     itsPicture = new java.awt.image.BufferedImage (width, height,
                              java.awt.image.BufferedImage.TYPE_INT_RGB);
              itsPage = itsPicture.getGraphics();
              itsPage.setColor (Color.white);
              itsPage.fillRect (0, 0, width, height);
              itsPage.setColor (Color.black);
         }     //======================
         public Graphics getPage()
         {     return itsPage; // itsPicture.getGraphics(); => NO COLORS
         }     //======================
         public void paint (Graphics g)
         {     if (itsPicture != null)
                   g.drawImage (itsPicture, EDGE, TOP, this);
         }     //======================
    // hope that gives some clue to the problem... and thank you again.

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